#copying mesh with skin
2 messages in this thread
Is there some way to modify/mesh/mirror [shift] in order to make copies that
will also maintain skin and animation info?
I am working on some character animation right now and am constructing half of
each figure at a time, then mirror/[shift] to copy it for the full figure.
Every time I do this, I lose pivot points, key info, normals are reversed on
skin objects, if sliced, then they connect to the original objects. So far, the
only way around this that I know of is to go in and manually redo everything.
The problem with this is that it is very time consuming, and also it is nearly
impossible to get object pivot points exactly the same as in the original
object.
When you mirror an object, you're mirroring everything. That will cause
some problems. Here's the scoop:
– key info: Use Object/Tracks/Copy in the KF to copy the motion over.
– pivot points: You'll have to set those manually. (sorry)
– surface normals: If you don't want them to invert, use another method
of mirroring, such as rotating all selected vertices around a point.
When you explicitly mirror the object, skin interprets that as a desire
to mirror the normals as well. This is a good general thing to do
instead of mirroring if you don't want things to get "mirrored".
– G